Bar some glitches, I think a tipping point has been reached – except when it comes to virtual gigs
I’m writing this from a room that’s slowly orbiting the Earth. Behind the floating screen in front of me, through a giant opening where a wall should be, the planet slowly spins, so close that it takes up most of my field of vision. It’s morning in Australia to my right; India and the first hints of Europe are dotted with lights up and to my left. The soft drone of the air circulation system hums quietly behind me.
I spent a week doing everything that I could – working, exercising, composing – on my virtual reality headset. This was the year virtual reality threatened to go mainstream, with prices becoming more attainable and Apple entering the market, and so I wanted to see how far VR has come since I first tried it in the mid-2010s, when the main experiences on offer were nausea-inducing rollercoaster simulators. I used a recent model from Meta, called the Quest 3, and the conclusion was clear: this thing now works. It feels a little unfinished, but we’ve reached the point where VR could at last become genuinely useful.
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